How to box model toony tufts of fur?
I think you need to approach this in two ways:
1. Box-model tufts for subdivision:

Make sure to turn on &quot;Adjust edit cage to modifier result&quot; in your Subdivision Surface modifier so you can model the final result directly, instead of having to guess how it's going to look like.

Start with a box, subdivided once. You'll have a single center vertex to define your tip, as well as an edge loop with 3-corner vertices around that vertex to sharpen that tip:


With that single vertex (that you can Shrink/Fatten) and that ending edge loop (that you can Edge Slide), you can create a sharp tip, and then add and manipulate other edge loops along the length of that blob so you can shape the body of the tuft of fur by using all tools available (grab brush, smoothing vertices, scaling &amp; rotating, anything):



2. Make an appealing mesh fur for your character:

Don't model &quot;blind&quot;. That is, always have a piece of concept art or design for the character you're trying to model. Always work from these images, otherwise you're just gonna waste your time and fail.
Model the tufts clumping together. Have bigger tufts, with smaller tufts &quot;growing out&quot; of them -- this is done as simply as extruding those blob shapes of step #1 out of the bigger tufts, then working on them so they look good: